Shelters made from rescue pods.
The Rescue Camp serves as a refuge for newly dropped Spiral Knights.
Description
The Rescue Camp offers a few creature comforts to prepare recruits for their journey to Haven. However, there is no power available when a knight first arrives and the camp is initially left defenceless.
It is a multi-tiered area filled with boxes of haphazardly arranged supplies and shelter, the terrain covered in a strange mix of metal and stonework.
Knights are welcomed to the camp by Squad Leader Greta, who brings new knights up to speed on the situation. Recon Knight Rhendon runs knights through a few basic tutorials with knights while they are stationed in the camp, and assigns them missions to help defend the area. Technicians and Geo Knights are at work around the camp, analysing the readings coming from the Clockworks.
Pod Town
Recruits and injured knights are gathered in a circle of drop-pods set up around a fire pit while waiting for the generator to be brought on-line. Knights can find out more about what's going on by talking to this mix of knights.
Northern passage
The passage to the north is guarded by Spiral Warden Virgil, who warns recruits that the walkway ahead reaches out over a massive chasm. There is an inoperative elevator at the end of the walkway, from which knights can see the clockworks grinding away through a gaping hole in the earth. This elevator cannot be used until power has been restored to the camp.
Denizens
Trivia
There are two instances of the rescue camp. One is unpowered and the other is powered. Access to the powered instance is gained after completing the mission The Ancient Generator.
Dialogue
Injured Knight (nameless 1)
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Last night terrible monsters attacked us in the darkness. It was utter chaos. With no power for the turrets we couldn't defend ourselves.
So many brave Knights lost...
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After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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Thanks to you we will not have to face another night like the last...
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Injured Knight (nameless 2)
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One of those mechanical monsters got me. The cursed thing's claws tore right through my armor!
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After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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With the power restored, I was able to mend my armor. Let's hope I don't run into too many of those monstrous rust buckets again!
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Recruit (nameless 1)
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Can you believe this? This entire chasm is filled with a giant machine of some kind. It seems to go down forever.
I wonder if the entire planet is like this?
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After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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They say you're going to travel down this elevator and into the chasm below. You're a heck of a lot braver than I am...
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Recruit (namelees 2)
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Not much equipment has been salvaged from the crash pods. There's not even enough here for each able-bodied Knight.
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After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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I can feel the electricity in the air! Looks like we won't be making our final stand tonight after all!
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Recruit (namelees 3)
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We may not have power, but the least I can do is get a fire going to provide a little light tonight.
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After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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Between the warmth of the fire and the safety of the defensive turrets, I think I'll sleep well tonight.
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Rescue Camp
- created with a better, less confusing name
here.
Virgil
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This walkway leads right out over a massive chasm. Don't want you getting blown off into the oblivion below.
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- Why is this walkway here then?
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It seems to lead to some kind of elevator, but with no power, the whole thing is just dead.
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After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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Hail, PLAYERNAME. When you restored power to the camp, this elevator powered on as well. I imagine it will take you down deep into the chasm below and what you will find there is anyone's guess.
If your aim is to travel down into those depths, ensure that you are ready to face whatever is waiting for you.
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See also